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    <loc>https://www.jaimeborondo.com/news</loc>
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    <lastmod>2017-03-16</lastmod>
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    <loc>https://www.jaimeborondo.com/news/2017/3/16/update</loc>
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    <lastmod>2017-03-17</lastmod>
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    <loc>https://www.jaimeborondo.com/news/2016/6/8/real-time-caustics</loc>
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    <lastmod>2016-06-08</lastmod>
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      <image:title>News - "Real-time" Water Caustics</image:title>
      <image:caption>Taken from the presentation linked at the bottom of this post</image:caption>
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    <loc>https://www.jaimeborondo.com/news/2016/3/23/first-projects-added-to-project-list</loc>
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    <lastmod>2016-03-24</lastmod>
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    <loc>https://www.jaimeborondo.com/news/tag/virtual+reality</loc>
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    <loc>https://www.jaimeborondo.com/news/tag/projects</loc>
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    <loc>https://www.jaimeborondo.com/news/tag/rift</loc>
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    <loc>https://www.jaimeborondo.com/news/tag/unity</loc>
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  <url>
    <loc>https://www.jaimeborondo.com/news/tag/oculus</loc>
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  <url>
    <loc>https://www.jaimeborondo.com/news/tag/first</loc>
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  </url>
  <url>
    <loc>https://www.jaimeborondo.com/physically-based-renderer</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2016-08-05</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1458788339011-NQ58R23VY79XAQVLM7S5/AmbientOcclusion.png</image:loc>
      <image:title>Physically Based Renderer - Ambient Occlusion</image:title>
      <image:caption>Notice how the spheres and the table are blocking some of the ambient light when they are in close proximity of one another. Also noticeable on the demon head's wrinkles.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1458788456626-T3WOYRJ4L3PAPNZU222B/caustics1.PNG</image:loc>
      <image:title>Physically Based Renderer - Caustics Approximation</image:title>
      <image:caption>As a final project, I decided to approximate real time caustics. Not viable for real time though.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1458788521715-Z39NT2SZD3BX0JE79DVB/both.PNG</image:loc>
      <image:title>Physically Based Renderer - Image Based Lighting + PBR</image:title>
      <image:caption>Stanford Bunny being lit by the room around it, including some glare from the TV screen</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1458788536750-HMTQAAA9VRTWCZ6L52Z6/deferred.PNG</image:loc>
      <image:title>Physically Based Renderer - Deferred Shading</image:title>
      <image:caption>This scene contains 15000 small colored point lights that illuminate parts of the Sponza. The demo ran at between 60 and 30 frames-per-second, depending on the amount of lights on screen.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1458788583923-MF1OHTMESUYGTQRK06OY/shadows1.PNG</image:loc>
      <image:title>Physically Based Renderer - Dual Paraboloid Shadow Maps</image:title>
      <image:caption>Shadowmap generated from one of the sides of a point light. Scene being lit is the Sponza</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1458788636696-TW6ELGJV9B4ZTPC79VKL/shadows2.PNG</image:loc>
      <image:title>Physically Based Renderer - Exponential Shadow Maps</image:title>
      <image:caption>Output of slightly blurring the shadowmap obtained from the dual paraboloid projection.</image:caption>
    </image:image>
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  <url>
    <loc>https://www.jaimeborondo.com/blockland</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2016-03-24</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1458791028763-MIARHOQAAQI5T7DS4GXD/blockland2.PNG</image:loc>
      <image:title>Blockland - World before clicking</image:title>
      <image:caption>The grid denotes what tiles are currently being affected by our clicks</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1458791029782-813P5HMQL3F3BA7LKHAB/blockland3.PNG</image:loc>
      <image:title>Blockland - World After Clicking</image:title>
      <image:caption>Notice how every tile inside the influence grid swapped from solid to air and viceversa</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1458791028837-WSKHZW7EC0XEFP2R2PQJ/blockland1.PNG</image:loc>
      <image:title>Blockland - Level Selection Screen</image:title>
      <image:caption>The menu could be navigated using the arrow keys as well as pressing the arrow buttons on screen</image:caption>
    </image:image>
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  <url>
    <loc>https://www.jaimeborondo.com/read-me</loc>
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    <priority>1.0</priority>
    <lastmod>2023-07-27</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1643122319605-EBL8H6ILMP7CCTPCMLRY/capsule_616x353.jpg</image:loc>
      <image:title>Me - Endling</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1525298313016-AXU2S4HAHOJNJABYH9BJ/alvedit3.png</image:loc>
      <image:title>Me - Level Editor (Qt, C++)</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1525298262911-RW8210HCFCW7CBQ8W52D/Drop-Dead-Oculus1.jpg</image:loc>
      <image:title>Me - Drop Dead - Rift/GearVR (C#, Unity)</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1575164415595-611I0MGNWY7JOHTWPJWK/HOMEHNR_Rovers_nature.jpg</image:loc>
      <image:title>Me - Home Hit 'n Rush</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1525296354933-DTMFBPIR29T42U6TNIBJ/12435620.png</image:loc>
      <image:title>Me</image:title>
    </image:image>
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  <url>
    <loc>https://www.jaimeborondo.com/collision-detection</loc>
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    <priority>0.75</priority>
    <lastmod>2016-03-27</lastmod>
    <image:image>
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      <image:title>Collision Detection - Frame 1</image:title>
      <image:caption>The gray plane is the outcome of the separating axis theorem</image:caption>
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    <image:image>
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      <image:title>Collision Detection - Frame 2</image:title>
      <image:caption>The gray plane is the outcome of the separating axis theorem</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1459043990245-LB1YFVE2XW6MKQFG1VHP/st3.PNG</image:loc>
      <image:title>Collision Detection - Frame 3</image:title>
      <image:caption>The gray plane is the outcome of the separating axis theorem</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1459043989658-0O3M78VY7QTF2VGVQ9HS/cs350coll2.PNG</image:loc>
      <image:title>Collision Detection - Two contacts</image:title>
      <image:caption>Two different contacts being handled simultaneously</image:caption>
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  </url>
  <url>
    <loc>https://www.jaimeborondo.com/image-processing</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2016-03-27</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1459041235248-BSUKV1M34TGHDVISD4H5/adding.PNG</image:loc>
      <image:title>Image Processing - Adding</image:title>
      <image:caption>Example of adding two images together</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1459041237842-JBL7MNMG0PQW4A1EEZF6/chufa370.PNG</image:loc>
      <image:title>Image Processing - Various Operations</image:title>
      <image:caption>In this image you can see the original image, then the image after changing 95% of the image for noise and attempting to remove it. Beside that is the image after a sobel filter, and finally a gaussian blurred version</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1459041241022-WAUJSZSPO15R80QJKWUN/fourier.PNG</image:loc>
      <image:title>Image Processing - Fourier Transform</image:title>
      <image:caption>Fourier power spectrum computed from the image on the left</image:caption>
    </image:image>
    <image:image>
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      <image:title>Image Processing - Histogram</image:title>
      <image:caption>Histogram displaying number of pixels with the given r,g,b values</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.jaimeborondo.com/sabotage-game</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2016-03-24</lastmod>
  </url>
  <url>
    <loc>https://www.jaimeborondo.com/0xc054-n05tr4</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2016-03-30</lastmod>
  </url>
  <url>
    <loc>https://www.jaimeborondo.com/sabotage-lvl-editor</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2020-06-01</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1458786698451-OHQQMAK7JH8WOKJVCHTZ/alvedit1.PNG</image:loc>
      <image:title>Sabotage Level Editor - Tilemap View</image:title>
      <image:caption>From this view, the user can select a tile from the "Graphical" tab (resizeable along the border with the "Special" container under it) and click anywhere on the existing tilemap to create that tile in the world</image:caption>
    </image:image>
    <image:image>
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      <image:title>Sabotage Level Editor - Background Mask Painter</image:title>
      <image:caption>In this view, the user can choose which parts of the level will be filled with the background texture of the current level, by using a circular paintbrush, in a paint-like fashion</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1458786700176-PQTZMEAZTMFOKHJ1ZGOO/alvedit3.PNG</image:loc>
      <image:title>Sabotage Level Editor - Collision Map View</image:title>
      <image:caption>From this view, the user can edit or remove any collision type from the ones available under the "Collisions" tab</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.jaimeborondo.com/drop-dead</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-01-25</lastmod>
  </url>
  <url>
    <loc>https://www.jaimeborondo.com/new-page</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2023-07-27</lastmod>
  </url>
  <url>
    <loc>https://www.jaimeborondo.com/home-hit-n-rush</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-01-25</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56c69006859fd098298a2095/1575164048373-RFEPMFBBF9AQFON9XWQX/HOMEHNR_Rovers.jpg</image:loc>
      <image:title>Home Hit 'n Rush</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.jaimeborondo.com/endling</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-01-25</lastmod>
    <image:image>
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      <image:title>Endling</image:title>
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